No Man's Sky Survival Guides, Walkthroughs & Planet Encyclopedia
Browse every survival handbook page, storyline walkthrough chapter, planetary settlement manual, biome weather reference, and faction overview packed inside Atlas Field Kit. Each guide mirrors the local reference pack directly on the web and links back into the interactive browser companion.
Guide
58 ArticlesSurvival Basics
Stabilize Hazard Protection with shelter and Sodium, repair your Scanner first, and secure two Exosuit slots per system.
Combine the HUD compass, Analysis Visor tags, color-coded Save Beacons, and upgraded Hyperdrives to navigate any star system.
Manage elemental exposure with Ion Batteries and rechargeable hazard shields while watching for extreme storms and ocean pressure.
Life Support fuels sprinting and jetpack flight, recharges with Oxygen or Life Support Gel, and scales up with Solar Panel tech.
Feather the Mining Beam near peak heat, supercharge the Optical Drill for huge yields, and specialize up to six Multi-Tools.
Gather the five universal survival elements anywhere, harvest caves for Cobalt, and refine on the move with Personal Refiners.
Double your Exosuit growth at every star system, wire up the Freighter Matter Beam, and square upgrades on Supercharged slots.
Getting Around
Master the classic melee-boost lunge, pair S-class movement modules with Airburst recovery, and bake perpetual jetpack cakes.
Shrink the Terrain Manipulator beam to maximize ore yields per deposit, refine Silicate into Glass, and avoid digging out bases.
Automate Launch Thrusters, master Pulse Engine drift turns, stack Indium and Atlantid Drives, and hover in specialized hulls.
Modern two-level Space Stations pack Guild Envoys, Starship Fabricators, Corvette Workshops, upgrade vendors, and Cartographers.
Summon Exocraft anywhere from a Freighter Materialiser, pilot hazard-proof Minotaurs, haul in the Colossus, or fish on an Exo-Skiff.
Design custom timed circuits with a Race Initiator, checkpoints, and boost pads, then share Portal glyphs for community time trials.
Making Discoveries
Supercharge Scanner upgrades and load Nutrient Ingestor pastries to earn millions of Units per creature scan while scouting planets.
Upload discoveries for passive Nanites, manually claim the 250-nanite-per-species fauna completion bar, and project saved Wonders.
Use the multi-chart marker lock trick to force Crashed Ships or factories, and install Exocraft radars for free infinite scans.
Sweep roadside Damaged Machinery and Buried Tech on foot, and enclose three-star Curious Deposits for infinite Runaway Mould nanites.
Identify true Extreme Hazard worlds by Activated metals, harvest glowing Storm Crystals safely inside a Minotaur, and ride gravity storms.
Feed wild herds for gourmet cooking ingredients, ride fast Robotic Antelope companions, and cast specialized baits with the Fishing Rig.
Offer a race relic at an Alien Monolith to reveal a planet's Portal, learn all sixteen glyphs, and dial coordinates in the matching galaxy.
Board freezing Derelict Freighters with an Emergency Signal Scanner to salvage Tainted Metal, Frigate Modules, and capital freighter tech.
Upgrades & Crafting
Pinning any blueprint or product places a step-by-step ingredient checklist onto your HUD while you gather materials.
Refiners convert and multiply raw elements across one, two, and three input slots from your Exosuit up to capital ships.
Combine crafted blueprints, rolled upgrade modules, adjacency squares, and supercharged slots to push equipment past stock limits.
Farm tens of thousands of Nanites per hour through Outlaw packet loops, boosted Curious Deposit pens, and Dissonant refining.
Unlock permanent crafting blueprints at the Anomaly Synthesis Laboratory, Construction terminals, quests, and factories.
Seven Multi-Tool families specialize across mining, scanning, and combat, up to six active tools plus base rack storage.
Hunt S-class starships across nine distinct classes, custom-build hulls at the Ship Fabricator, and archive up to 30 total ships.
Scrap unwanted starships and Multi-Tools at station terminals for millions in trade scrap, slot tokens, or custom ship parts.
Build custom multi-deck walkable Corvettes at Space Station workshops, furnish their interiors, and beam down from mid-air.
Construction
Claim a 300u plot with a Base Computer, stretch the boundary out to 1,000u for hotspots, and build above natural terrain.
Harvest Salvaged Data for Anomaly blueprints, combine quests for free utilities, and collect Reliquary stone and Quicksilver decor.
Pick up field deployables straight into your Exosuit, summon your Exo-Skiff anywhere on water, and colour-code five Save Beacons.
Pair two Solar Panels per Battery for 50 kPs round-the-clock power, stack EM Generators on hotspots, and cloak base wires.
Isolate groups of 3 to 4 extractors on separate Supply Pipe lines to beat diminishing returns on Gold, Oxygen, and gas mines.
Install the Survey Device to track stereo audio pings beyond 400u and link Power, Mineral, and Gas hotspots inside one base.
Excavate modular skulls, ribs, limbs, and tails to pose museum skeletons, trade with Fossil Collectors, and survive Relic Guardians.
Claim inhabited Space Stations at the Station Core to rename, recolour, and snap orbital annexes onto your system hub.
Making Money
A Traveller's fortune scales from boosted fauna scans and medium-refiner loops into Sentinel ship salvage, Gold extractors, and high-tier crafting.
Biodomes and freighter cultivation chambers turn the six biome crops and NipNip Buds into steady harvests for crafting or contraband sales.
The Synthesis Laboratory unlocks an industrial crafting pyramid that turns farm crops, gases, and alloys into 15.6 million Unit devices.
An Economy Scanner reveals three-stop and four-stop trade loops, wealthy markets, and timed Trade Surges for multi-million Unit cargo runs.
Rescuing a civilian fleet or disabling a Pirate Dreadnought earns a mobile capital ship equipped with Matter Beam storage and orbital rooms.
Recruit up to 30 specialist, Support, Raider, and Living Frigates that rank up to S-class and shed negative traits across expeditions.
Five-star frigate groups guarantee damage-free expeditions after the daily 00:00 UTC reset, while Living Frigates return Living Ship upgrades.
Planetary salvage spans buried Corvette scrap containers, physical industrial waste hauled with the Gravitino Coil and Colossus Flatbed, and Salvaged Data.
Alien Lifeforms
Raising standing with the Gek, Korvax, Vy'keen, and Autophage unlocks up to 50 percent Nanite vendor discounts, while Forged Passports wipe pirate bounties.
Stacking generic Space Station contracts multiplies single-fight payouts, while Nexus missions yield Quicksilver and Outlaw bounties drop Frigate Modules.
Translator modules decode up to seven unknown words per line while Knowledge Stones, station NPCs, and Atlas orbs permanently build five alien lexicons.
Space Station Guild Envoys accept common loot donations to reach Exalted rank fast and hand out free expansion slots and Salvaged Frigate Modules.
Oversee up to four planetary and Autophage settlements, upgrade buildings from C-class to S-class, and claim dual warehouse goods every 20 real hours.
Combat
Planetary Sentinel patrols escalate across five Wanted waves ending with a heavy Walker whose defeat shuts down the entire planet's drone network.
Projectile Ammunition feeds kinetic weapons, Carbon powers the hyper-efficient Neutron Cannon, and Unstable Plasma fuels your Paralysis Mortar.
Pairing a supercharged Neutron Cannon or Pulse Spitter with the Paralysis Mortar and Voltaic Amplifier creates an unstoppable Multi-Tool loadout.
Stacking S-class Defence Systems with Forbidden Sentinel and Autophage Exosuit modules creates a massive shield buffer backed by instant barrel refills.
Target priority, armor-plate stripping on Walkers, and an AI-piloted Hardframe Minotaur turn chaotic Sentinel and Corrupted swarms into effortless farms.
Diverting starship power to Weapons alongside a supercharged Infra-Knife Accelerator and Phase Beam melts pirate squadrons and capital Dreadnoughts.
Skull-marked Outlaw stations offer Suspicious Packet Nanite farms, lucrative contraband, a 5 percent S-class ship rate, and Solar-class starships.
Walkthrough
23 ArticlesArtemis Path
Repair your crashed starship, build a starter shelter and teleporter, loot a Hyperdrive blueprint, and make your first warp jump.
Answer Artemis's distress beacon, complete the Space Anomaly onboarding tour, triangulate your position, and decode their star chart.
Contact Apollo, staff your base with an Overseer and Korvax Scientist to learn Acid and Lubricant, and raid a Korvax factory.
Trace Sentinel energy flares through ancient sites to an uncharged story Portal, witness the Atlas, and visit Artemis's grave.
Meet -null-, mine Cadmium in a red star system to build the Mind Ark, decide Artemis's fate, and charge all 16 sockets of a Portal.
Investigate Vy'keen, Korvax, and Gek history in strict order for -null-, checking in with Nada after each faction.
Follow -null-'s boundary signal through a story Portal, witness the failing Atlas diagnostic, warn your peers, and brief Nada.
Unlock all 16 Portal Glyphs simply by warping, prepare a burner ship and Multi-Tool, and choose whether to reset the galaxy.
Debrief Nada and Polo after The Purge, drop a Base Computer in your new galaxy, and keep New Beginnings as your endgame flag.
Atlas Path
Finish the first Space Anomaly tour to unlock Quick Menu summoning, check in with Nada, and use daily Iteration services.
Walk 11 Atlas Interfaces, collect free Atlas words on the floor orbs, craft all 10 seeds to Heart of the Sun, and earn Star Seed.
Present planetary and fauna Wonders to Atlas Interfaces for repeatable 200+ Nanite payouts and confirm your Purple Star unlock.
Other stories
Recruit all five base specialists in one ground outpost to unlock dozens of free farming, storage, refiner, and Exocraft blueprints.
Buy a Void Egg for 3,200 Quicksilver, mature four biological organs across real-time timers, dial the Euclid portal, and hatch a Host.
With New Beginnings active and one Harmonic Camp unsealed, answer the ship hijack event to meet the Autophage and forge a Voltaic Staff.
Complete the Artemis, Atlas, and Autophage stories, harvest Echo Seeds, anchor your custom system, and install the Atlantid Drive.
Defend an idle Planetary Settlement from Corrupted Sentinels, work with Iteration Tethys to awaken Laylaps, and upgrade your Minotaur.
Vet planetary weather first, claim a Planetary Settlement, build the Overseer's Office, and upgrade C-class farms out of debt.
Answer the sunken expedition trace, build the Nautilon submarine and Pressure Membrane, and unlock the Lost Bathysphere helmet.
Answer the drifting Rendezvous Beacon, visit your first pirate Outlaw Station, claim a Forged Passport, and unlock smuggling loops.
Excavate skulls, ribs, limbs, and tails on Ancient Bones worlds, battle stone Relic Guardians, and assemble museum skeletons.
Step onto the Space Station Corvette Workshop teleporter, snap together all seven core ship systems, and furnish a walkable hull.
Peek at Dissonance Resonators for an Echo Locator, drop a Save Beacon at a Harmonic Camp, and harmonize a crashed Interceptor.
Settlements
10 ArticlesGetting started
Locate an unclaimed frontier town using a Settlement Chart, an Autophage chart, the distress broadcast from The Settlers, or low-altitude surface flight.
Meet the local faction standing check and hand over three matching cultural relics to oversee up to four independent settlements on a single save.
Supply three rapid 90-second construction stages to raise the Overseer's Office, unlocking the Administration Terminal and a dedicated settlement teleporter.
Town life
Every town balances Population, Productivity, Happiness, and Maintenance alongside Sentinel Alert, with Net Output driven by Productivity minus Maintenance.
The Administration Terminal queues one live decision every 15 to 120 minutes across building picks, policy shifts, expeditions, citizen disputes, and newcomers.
Every settlement building starts at C-class after the Beacon overhaul and upgrades individually to S-class at its own terminal; upgrade Farms and Warehouses first.
Debt-free settlements fill two customisable warehouse slots on a 20-hour real-time cycle, scaling stack yields with Net Output and upgraded industrial buildings.
Trouble
High Sentinel Alert triggers ground raids, brood infestations demand perimeter defense, and negative Net Output builds debt until industrial upgrades flip cashflow.
Unlocked after They Who Returned, Construct settlements trade in Void Mote, host a monument Synthesis Terminal for Voltaic Staffs, and fit into your four town slots.
Worlds
37 ArticlesPlanet types
Temperate · Star Bulb, Paraffinium
Moistureless · Cactus Flesh, Pyrite
Powder Snow · Frost Crystal, Dioxite
Parched · Solanium, Phosphorus
Acid Rain · Fungal Mould, Ammonia
Radioactive Humidity · Gamma Root, Uranium
Gentle Mist · Faecium, Mordite
Sulphurous Haze · Basalt
Perfectly Clear
Coastal Storms · Kelp Sac, Cyto-Phosphate, Lithium
Gas Storms · Crystallised Helium, Methane
Invisible Mist
Burning Crimson
Bilious Storms
Frozen Mists
Biome types
Baseline and lettered terrain variants swap rock meshes, tree silhouettes, and bioluminescence while keeping the parent planet's hazard and harvest intact.
The coveted HighQuality biome roll that strips extreme storms out of Lush, Frozen, and Barren atmospheres while preserving full native harvests.
Worlds overrun by alien flesh tendrils, Vile Brood grubs, and wild whispering eggs layered directly on top of a standard elemental climate.
Archipelago terrain from Worlds Part I and II featuring tropical atolls, floating sky islands, waterfalls, and deep sea channels across standard climates.
Erupting shield cones, molten magma rivers, and black obsidian ridges appearing both as dedicated Basalt lava worlds and fiery Scorched subtypes.
Misty mangrove bayous, giant hollow tree stumps, miniature mud huts, and peaceful botanical harvests of both Faecium and Mordite.
Iridescent floating foam spheres appearing both as surreal Exotic worlds with Bubble Cluster trophies and sought-after stormless Lush bubble paradises.
Petrified geometric star-frames and angular mineral lattices, hosting Ossified Star Reality Glitches and rideable rolling polyhedra on Exotic worlds.
Bioluminescent fungal-pod anomalies on Sporal and Capped Exotic worlds yielding Calcishroom lamps, plus coral-rich shallow gardens on Lush and Barren planets.
Colossal indestructible flora, monolithic stone rings, and skyscraper-tall trees powering Red, Green, and Blue chromatic worlds plus supersized normal biomes.
Umbrella guide to the eleven malfunctioning Weird anomalies, one-species fauna Nanite bonuses, and collecting all eleven Reality Glitch base trophies.
Violet Atlantideum corruption layered over any planet family, hosting Radiant Shards, Dissonance Resonators, harmonic camps, and salvaged Sentinel Interceptors.
Aurora-lit stone umbrellas on Fissured, of Light, and Breached Weird worlds, home to collectible Light Fissure base trophies.
Towering skeletal monoliths on Rattling, Spined, and Skeletal Weird worlds where Travellers collect Rattle Spine trophies.
Biomechanical cable-web landscapes on Contoured, Cabled, and Webbed Weird worlds yielding animated Cable Pod trophies.
Tessellated metal honeycomb crusts visible from orbit on Hexagonal, Plated, and Scaly worlds, hiding elusive Hexplate Bush trophies.
Iridescent mother-of-pearl fins and bladed metallic cages on Finned, Bladed, and Shell-Strewn worlds, home to Terbium Growth and Capilliary Shell glitches.
Levitating monolith columns and hovering mineral slabs on Columned, Sharded, and Pillared worlds, yielding Glitching Separator base trophies.
Shattered, Fractured, and Fragmented Weird worlds littered with flickering stained-glass boundary monitors, geometric plasma fauna, and glitch trophies.
Levitating iron-and-neon Borg blocks on Mechanical, Metallic, and Metallurgic Weird worlds where Travellers collect Electric Cube trophies.
Vacuum moons and cratered Dead worlds featuring low-gravity jetpack leaps, total storm silence, Rusted Metal veins, and open-ground Whispering Eggs.
Worlds Part II pelagic spheres with multi-kilometre abyssal trenches, crushing pressure hazards, colossal squids, Sea Glass, and Purple-star Lithium.
Galaxy
17 ArticlesAlien races
Amphibian traders communicating through scent pheromones, Hauler fleets, and GekNip gifts.
Synthetic researchers of the Convergence, Explorer shipwrights, and Convergence Cube stewards.
Honour-bound Sentinel hunters, Fighter squadron masters, and Vy'keen Dagger warriors.
Cloaked robotic Constructs reborn from scrap and Atlantideum, crafting Voltaic Staffs for Void Mote.
Cross-boundary anomalies born in the simulation's final sixteen minutes, leaving Portal Glyphs at graves.
Sentinels
Aeron machine legions policing planetary change across five Wanted waves, dropping Pugneum and Salvaged Glass.
Airborne Scout, Heavy Combat, Repair, and Summoner units that control ground battle momentum.
Cloaking four-legged Wave 3 hunter-killers armed with sweeping nose lasers and Quad Servo drops.
Wave 4 Hardframe mechs and towering Wave 5 bipedal bosses stripped plate-by-plate for Walker Brains.
Orbital Sentinel starfighters, capital Dreadnoughts dropping Carrier AI Fragments, and flyable dissonant wrecks.
Rogue Atlantideum-fused drones, Arachnoid Swarmers, and stealth spider-Quads guarding Dissonance Resonators.
Planetary hive towers where a single click shuts down all Sentinels planet-wide and unlocks Royal Multi-Tools.
Star types
Class F and G inhabited hubs offering Copper veins and the galaxy's highest Paradise planet odds.
Class K and M frontier stars gated by the Cadmium Drive, 95% Uncharted and rich in exotic worlds.
Anomalous class E systems gated by the Emeril Drive, mixing Uncharted wilds with rich Emeril veins.
Blazing class B and O supergiants gated by the Indium Drive, freeing up lower drive slots.
Hidden class X and Y systems unlocked via In Stellar Multitudes, home to Gas Giants and Waterworlds.